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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="classPxBatchQueryDesc-members.html">List of all members</a>  </div>
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<div class="title">PxBatchQueryDesc Class Reference<div class="ingroups"><a class="el" href="group__physics.html">Physics</a></div></div>  </div>
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<p>Descriptor class for <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a>.  
 <a href="classPxBatchQueryDesc.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="PxBatchQueryDesc_8h_source.html">PxBatchQueryDesc.h</a>&gt;</code></p>
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Collaboration diagram for PxBatchQueryDesc:</div>
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<div class="center"><img src="classPxBatchQueryDesc__coll__graph.png" border="0" usemap="#PxBatchQueryDesc_coll__map" alt="Collaboration graph"/></div>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:ga7c50eeff3e586897d4441a18e43b7237"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#ga7c50eeff3e586897d4441a18e43b7237">PxBatchQueryDesc</a> (<a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> maxRaycastsPerExecute, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> maxSweepsPerExecute, <a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> maxOverlapsPerExecute)</td></tr>
<tr class="memdesc:ga7c50eeff3e586897d4441a18e43b7237"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct a batch query with specified maximum number of queries per batch.  <a href="group__physics.html#ga7c50eeff3e586897d4441a18e43b7237">More...</a><br /></td></tr>
<tr class="separator:ga7c50eeff3e586897d4441a18e43b7237"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga90b8a1ec43be7a15eb0efd30404a8f72"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#ga90b8a1ec43be7a15eb0efd30404a8f72">isValid</a> () const</td></tr>
<tr class="separator:ga90b8a1ec43be7a15eb0efd30404a8f72"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a5f0ec12e1149c7960b9360c53615853c"><td class="memItemLeft" align="right" valign="top">void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQueryDesc.html#a5f0ec12e1149c7960b9360c53615853c">filterShaderData</a></td></tr>
<tr class="memdesc:a5f0ec12e1149c7960b9360c53615853c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shared global filter data which will get passed into the filter shader.  <a href="#a5f0ec12e1149c7960b9360c53615853c">More...</a><br /></td></tr>
<tr class="separator:a5f0ec12e1149c7960b9360c53615853c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a35d9cb33ded71261de0c7695d75ecba9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQueryDesc.html#a35d9cb33ded71261de0c7695d75ecba9">filterShaderDataSize</a></td></tr>
<tr class="memdesc:a35d9cb33ded71261de0c7695d75ecba9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size (in bytes) of the shared global filter data <a class="el" href="classPxBatchQueryDesc.html#a5f0ec12e1149c7960b9360c53615853c" title="Shared global filter data which will get passed into the filter shader. ">filterShaderData</a>.  <a href="#a35d9cb33ded71261de0c7695d75ecba9">More...</a><br /></td></tr>
<tr class="separator:a35d9cb33ded71261de0c7695d75ecba9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af116e4058958b7c747dfd008317764ba"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e">PxBatchQueryPreFilterShader</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQueryDesc.html#af116e4058958b7c747dfd008317764ba">preFilterShader</a></td></tr>
<tr class="memdesc:af116e4058958b7c747dfd008317764ba"><td class="mdescLeft">&#160;</td><td class="mdescRight">The custom preFilter shader to use for filtering.  <a href="#af116e4058958b7c747dfd008317764ba">More...</a><br /></td></tr>
<tr class="separator:af116e4058958b7c747dfd008317764ba"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1eae24bb23c561c4a656d7234d9d2e5e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7">PxBatchQueryPostFilterShader</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQueryDesc.html#a1eae24bb23c561c4a656d7234d9d2e5e">postFilterShader</a></td></tr>
<tr class="memdesc:a1eae24bb23c561c4a656d7234d9d2e5e"><td class="mdescLeft">&#160;</td><td class="mdescRight">The custom postFilter shader to use for filtering.  <a href="#a1eae24bb23c561c4a656d7234d9d2e5e">More...</a><br /></td></tr>
<tr class="separator:a1eae24bb23c561c4a656d7234d9d2e5e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9dff8b59d67283672d41c6aa6ea7c882"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxBatchQueryMemory.html">PxBatchQueryMemory</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxBatchQueryDesc.html#a9dff8b59d67283672d41c6aa6ea7c882">queryMemory</a></td></tr>
<tr class="memdesc:a9dff8b59d67283672d41c6aa6ea7c882"><td class="mdescLeft">&#160;</td><td class="mdescRight">User memory buffers for the query.  <a href="#a9dff8b59d67283672d41c6aa6ea7c882">More...</a><br /></td></tr>
<tr class="separator:a9dff8b59d67283672d41c6aa6ea7c882"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Descriptor class for <a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a>. </p>
<dl class="deprecated"><dt><b><a class="el" href="deprecated.html#_deprecated000008">Deprecated:</a></b></dt><dd>The batched query feature has been deprecated in PhysX version 3.4</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBatchQuery.html" title="Batched queries object. This is used to perform several queries at the same time. ...">PxBatchQuery</a> PxSceneQueryExecuteMode </dd></dl>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="a5f0ec12e1149c7960b9360c53615853c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5f0ec12e1149c7960b9360c53615853c">&#9670;&nbsp;</a></span>filterShaderData</h2>

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          <td class="memname">void* PxBatchQueryDesc::filterShaderData</td>
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<p>Shared global filter data which will get passed into the filter shader. </p>
<dl class="section note"><dt>Note</dt><dd>The provided data will get copied to internal buffers and this copy will be used for filtering calls.</dd></dl>
<p><b>Default:</b> NULL</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga90b8a1ec43be7a15eb0efd30404a8f72">isValid()</a>.</p>

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<a id="a35d9cb33ded71261de0c7695d75ecba9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a35d9cb33ded71261de0c7695d75ecba9">&#9670;&nbsp;</a></span>filterShaderDataSize</h2>

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          <td class="memname"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a> PxBatchQueryDesc::filterShaderDataSize</td>
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<p>Size (in bytes) of the shared global filter data <a class="el" href="classPxBatchQueryDesc.html#a5f0ec12e1149c7960b9360c53615853c" title="Shared global filter data which will get passed into the filter shader. ">filterShaderData</a>. </p>
<p><b>Default:</b> 0</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> <a class="el" href="classPxBatchQueryDesc.html#a5f0ec12e1149c7960b9360c53615853c" title="Shared global filter data which will get passed into the filter shader. ">filterShaderData</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga90b8a1ec43be7a15eb0efd30404a8f72">isValid()</a>.</p>

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<a id="a1eae24bb23c561c4a656d7234d9d2e5e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a1eae24bb23c561c4a656d7234d9d2e5e">&#9670;&nbsp;</a></span>postFilterShader</h2>

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          <td class="memname"><a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7">PxBatchQueryPostFilterShader</a> PxBatchQueryDesc::postFilterShader</td>
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<p>The custom postFilter shader to use for filtering. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__scenequery.html#ga8cbf76701572506b8120b8e54ac319c7" title="Batched query post-filter shader. ">PxBatchQueryPostFilterShader</a> PxDefaultPostFilterShader </dd></dl>

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<a id="af116e4058958b7c747dfd008317764ba"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af116e4058958b7c747dfd008317764ba">&#9670;&nbsp;</a></span>preFilterShader</h2>

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          <td class="memname"><a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e">PxBatchQueryPreFilterShader</a> PxBatchQueryDesc::preFilterShader</td>
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<p>The custom preFilter shader to use for filtering. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__scenequery.html#gab2564436bacfef3130eb9f0c9070656e" title="Batched query pre-filter shader. ">PxBatchQueryPreFilterShader</a> PxDefaultPreFilterShader </dd></dl>

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<a id="a9dff8b59d67283672d41c6aa6ea7c882"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a9dff8b59d67283672d41c6aa6ea7c882">&#9670;&nbsp;</a></span>queryMemory</h2>

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          <td class="memname"><a class="el" href="structPxBatchQueryMemory.html">PxBatchQueryMemory</a> PxBatchQueryDesc::queryMemory</td>
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<p>User memory buffers for the query. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxBatchQueryMemory.html" title="Struct for PxBatchQuery memory pointers. ">PxBatchQueryMemory</a> </dd></dl>

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<hr/>The documentation for this class was generated from the following file:<ul>
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